DOWNLOAD MODS
Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...
-
Posts
2,142 -
Joined
-
Last visited
-
Days Won
46
Content Type
Profiles
Forums
Downloads
Tutorials
Gallery
Store
Events
Posts posted by oldladyonthemoon
-
-
It's most probably a draw distance problem. There are tweaks over there: http://www.hardocp.com/article/2011/11/23/tweaking_skyrim_image_quality/3#.UwCB_oWdFEY
-
What about using an alias instead with "isdead" or "isbleedingout" conditions attached to it? (Not sure about the actual name of the conditions, sorry.)
-
... Now, my question becomes, are they all actually "virus" scanners? Or do they target different types of malware? (which isn't a bad idea......)
That's what I meant by "different database". Anyway, I've never had any troubles running them at the same time and I didn't notice any performance issues as well. I generally run them when I'm not using my computer though.
-
-
Why would you run more than one? They tend to compete.... not to mention its just a tad redundant.
Experience taught me that they don't have the same database.
-
Unless things have changed over the past couple of years it was always advised to only use 1 anti-virus program so they didn't interfer with each other and cancel out some of their functions. Most anti-virus programs protest when it discovers another anti-virus program is already installed and running. Maybe that's why you have so many false postives and warnings that don't make any sense.
These problems seem to have been dealt with. I run my three anti-viruses programs at the same time (I did it this morning) and none of them "protest". I do this under Windows 8, I did it with Windows 7, no problems.
-
Here is my homework; I hope I forgot nothing.
Cluttering:
The custom container:
Navmeshes:
Verification: ( )
-
I wish I could get back to Windows 7... unfortunately one of the devices in my computer do not have drivers that are compatible with W7. I'm using:
- Clamwin, free antivirus,
- Anti Malwarebytes, already mentioned,
- Wndows Defender.
I'm going to try the "superantimalware" Arthmoor mentioned long ago, just to see. I've always supposed that these tools conveniently found viruses, just to make them indispensable though, so I'm sure the superthing will find something nasty.
-
Oh, never mind anyway...
-
You might be right IS..... I've just noticed that there isn't the spark that we used to have back with Oblivion..
Modding is one of the rare things in this world that is not based on profit and where competition has nothing to do. If you need competition to mod, just don't do it.
-
... A way to bring out cool mods if you want so.
What is a "cool mod" anyway?
-
Do you really need stars when you make a mod? You decide what your mod will be, not the others and if they don't like it, well...
-
Sorry, I wasn't clear. :/
I have an unmodded game, add a new character and export the face data.
Now I add a body mod that contains a new body mesh and skin, do I have to export again in this case? Because the previous texture only fits with an unmodded game (vanilla body and face texture)?
Depends, you must see in game if the new body imported by the mod fits your customised character. The fix is only about fixing the faces not the bodies.
- 1
-
You mean each export only works for one body mod and if I switch the body mod I have to do an export again?
So a follower mod must have optional exports for each body mod?
I don't understand what you mean by body mod but the FaceGenData meshes and textures the ck will export belong to a precise character; they are personal to them, unusable by others. Each of your characters that have the grey skin bug will need to have their FaceGenData exported. If you change the name of your mod, you'll have to re-export these data; it happened to me once with these two. So, if you want to use these same characters in different mods, you'll have to load these mods in the ck and export their FaceGenData again.
-
You have to export the data for each character that has the grey face bug and you cannot re-use the data in another mod. To use them in another mod, you'll have to re-export them.
-
Hi there. I'm new to this forums, I registered because I'm quite interested in learning how to mod. I've finished lesson #1, but I don't know how to take screenshots from my work. Could you help me, please? I've read how to upload pictures to both TESA gallery and other sites, but I don't know how to take the screenshot.
In case you are using Windows 8, it has a screnn capture tool called "SnippingTool.exe", a lot more practical than the print button.
-
And, just in case, Bethesda forbids using stuff they made for one game to be used in another of their games. You can obviously do it but you'll have to keep the mod for yourself.
- 1
-
Yep, damn properties!
To avoid confusion, you can name your property by using the id of the object. Doing this, the ck will fill the property automatically and you won't wonder what to use. An example taken in my own mod:
Message Property ASIS_ChoosePlaceMessage Auto
refers to the message that has "ASIS_ChoosePlaceMessage" for ID. In the script:
button = ASIS_ChoosePlaceMessage.Show()
-
I figured it out. ...
So ,what was the problem? In case people run into the same troubles some time.
-
Ah, okay, I'll try this. Thank you!
-
Hi,
I don't know where to ask but my question is directly related to the script tought by this lesson. Here is my choice script:
; pop message box to choose place if TempChoosePlaceMessage.Show() == 0 Game.GetPlayer().moveto(PlayerStartMarkerHighRock) elseif TempChoosePlaceMessage.Show() == 1 Game.GetPlayer().moveto(PlayerStartMarkerHammerfell) elseif TempChoosePlaceMessage.Show() == 2 Game.GetPlayer().moveto(PlayerStartMarkerCyrodiil) elseif TempChoosePlaceMessage.Show() == 3 Game.GetPlayer().moveto(PlayerStartMarkerMorrowindSouth) elseif TempChoosePlaceMessage.Show() == 4 Game.GetPlayer().moveto(PlayerStartMarkerMorrowindNorth) else ;nothing endif
It's perfectly functional in game, but there is a problem, if I choose option 4, I must click five times so that the game reacts to it; if I choose option 2, I must click three times so that the game reacts to it, etc. I have the same problem with another choice message, that has less options, three instead of five. This is not normal; I remember using mods whit this kind of messages and clicking on a choice worked immediately. I'm not the only one to experience this, people who use the mod also have it.
What's going on and what can I do to fix this?
Thank you!
-
Installing the mods manually won't change the fact that they will be automatically activated in the launcher, anyway.
-
Well its either the fact that you are using steam workshop's subscribe or Nexus Mod Manager.. though I highly suspect you're using the steam workshop's subscribe. Quit using steam workshop and you wont have that problem
Sorry, I always install my mods manually (no Steam, no mod manager of any kind) and they are always automatically activated in the launcher.
-
To see your hardwork first hand, activate your plugin in the Data page of the game’s main menu before going in game. Then use the console command coc YOURCELLID (Mine would be aaDRTutorialInt01) to teleport to your cell.
There is no COC marker in the cell...
Dark Elves-----Needs thier own god.
in Oblivion Mods
Posted · Edited by ladyonthemoon
Wrong game; there is no spider queen in the Elder Scrolls world: https://en.wikipedia.org/wiki/Lolth
Here is the proper lore about the Dunmer with a list of the books you can find in game about them: http://www.uesp.net/wiki/Lore:Dunmer and there you have a summary of how they were described in each ES game plus a list of their gods: http://www.imperial-library.info/content/races-tamriel-dunmer